Brotherhood Codex
◈ Brotherhood of Steel - 509th Chapter ◈ The Codex ◈
This page records the operative Codex of the Brotherhood of Steel 509th Chapter. The Codex
Chapter I - The Chapter
Core Mission
The Core Mission of the Brotherhood of Steel is to Identify, Secure, and Preserve advanced technologies, to prevent their catastrophic misuse by the Ignorant and Corrupt. We are the sole vanguards against the mistakes of the past; the technology of the old world is ours to protect. We do this for the next rightful inheritors of humanity, one free from the corruption and ignorance of the old world, free from the grasps of mistakes from the old world, and one worthy enough to keep such technology secured from those wishing to preserve them from.
History
The Mojave Heritage
The chapter's presence in the Utah region is defined by its recovery from the events of the late 23rd century.
The Rise (2250s): Under the leadership of Father Elijah, the chapter secured numerous pre-war sites, most notably the HELIOS One solar plant. Elijah's obsession with the facility's potential as a superweapon diverted the chapter's focus away from traditional mobile recovery, anchoring them to a fixed position that would eventually draw the eyes of the New California Republic.
Operation Sunburst (2276): A catastrophic conflict where the NCR launched a massive assault on HELIOS One. Despite the Brotherhood's technological superiority and T-51b Power Armor, they were outnumbered 15-to-1. The battle resulted in a devastating retreat to the Hidden Valley bunker and the mysterious disappearance of Father Elijah, leaving the chapter fractured and depleted.
The Lockdown & Resurgence (2282–2296)
The history of the 509th is defined by two distinct phases: a decade of silence followed by a desperate, militant awakening.
The Kearny Occupation: The "Silent Years"
Following the disaster at HELIOS One in 2276, the Mojave Chapter retreated into the Hidden Valley bunker. During this chaos, a small, "disposable" detachment led by REDACTED was dispatched toward the Northeast salt flats.
For over a decade, they were a loose thread in the Brotherhood's tapestry. With Hidden Valley in total lockdown under Elder McNamara and the High Elders at Lost Hills preoccupied with the NCR, the detachment received no reinforcements and fewer than five transmissions in twelve years.
Rather than disbanding or going rogue, the unit survived on institutional stubbornness. They operated on a lean, disciplined model, salvaging local aerospace tech and maintaining their T-51b Power Armor suits with scavenged parts and salt-flat ingenuity. They became ghosts of the desert, watching, waiting, and maintaining their gear in total isolation.
The Resurgence: The Enclave Catalyst
By early 2296, the Brotherhood has begun a cautious but deliberate resurgence. While the Mojave remains scarred by the loss of their assets, the discovery of a renewed Enclave threat in the area has shattered the policy of isolation.
The 509th has transitioned from a Hidden Watcher to an Active Vanguard. The tightening tensions between regional factions and the looming shadow of the Enclave have forced the Chapter's hand.
Expeditionary Focus: The 509th no longer waits for permission. They have begun deploying small, elite "Surgical Teams" deep into the Utah territories. These teams are tasked with reclaiming lost influence and securing untapped technological caches before the Enclave or local ignorant factions can seize them.
The New Mandate: Isolation is no longer an option. If the 509th falls at Kearny, the Mojave is next.
The Chains That Bind
The Chains That Bind is the foundational axiom of which the brotherhood is built. It is split into two parts: Castes, and Command Structure.
Castes
The 3 castes of the brotherhood are the fundamental roles a brother may have. Joining a caste is typically a lifetime appointment, with rare exceptions. The elders are a unique type of caste, which are above all of the 3 main castes. They are the voice of the brotherhood, and their words are immutable laws once spoken. The 3 castes under them are as follows:
Knights
The knights are the armourers and enforcers of the Brotherhood. They create and service arms and armour in the armoury, manage the security of brotherhood facilities (including trading at the main gate).The Knight Caste holds absolute authority in all matters involving the Armory, Forge, Brig, and Gate.
Scribes
The scribes are a caste dedicated to supporting the other two castes in all matters involving medicine, science, botany, engineering and education. They are in charge of the medical wing, the categorisation of old world technology and history, as well as the teachers to the aspirants in the brotherhood. They hold absolute authority in all matters Science, Medicine, Botany, Engineering, and Education.
Paladins
The Paladins are the Battlefield and Strategic Commanders of the Brotherhood. They are members whom have proven themselves worthy to wear their iconic Power Armor. Operating as leaders in lancing operations. They hold absolute authority in all matters involving the Tac Map and outer-bunker diplomacy.
Lancers
The lancers are the aviation experts of the brotherhood. They are in charge of, and operate, the vertibirds in the chapter's possession. They hold absolute authority in all matters involving the Vertibird, the Vertibird Helipad/Hanger. When the use of vertibirds is unavailable or prohibited, the lancers may assist the knights in the armoury and on the gate, but they may not assist in policing duties.
Command Structure
1.0 The Elder
The Elders are the guiding hands of our Brotherhood, they are the wielders of the Chain that Binds. They are the absolute word on what occurs within the Chapter. When they arrive, they arrive upon business of great importance and must be treated with the highest of reverence and respect.
1.1 Heads
Head Paladin: Conduct diplomacy, dictate the operations of the chapter’s forces for the week. This includes organising salvaging lances, determining and dealing with key players throughout the week to ensure brotherhood operations aren’t infringed upon. Holds the final say on outside operations, as well as the final say on the chapter going to war.
Head Knight: Control the prison, armoury and outer gate, as well as organising intelligence in the field, up to and including sending knights on undercover operations to learn of things of brotherhood interest. Has the final say on material matters such as the creation of equipment as well as the issuance of it to other members., as well as trading at both the bazaar and the outer gate. Holds authority to construct defenses both inside and outside of the bunker, including the construction of FOBs.
Head Scribe: Oversee the medical wing, chemistry lab , farms, codex room, teaching of the initiates and squires, and settle disputes relating to the codex. Has the final say over such rulings, unless counteracted by an Elder.
Lancer-Captain: Oversee the chapter’s lancers, fly the vertibird. Holds the final say on matters involving the Vertibird and the Vertibird Helipad/Hanger.
1.2 Seniors
Senior Paladin: Lead high level lances and important missions. Designate paladins to missions as needed. Organise lances and plan their missions in accordance to the Head Paladin’s objectives for the week.
Senior Knights: Supervise each of the Knight’s key locations: The Prison, The Armoury and the Outer Gate. Teach and lead the knights below you. Manage the construction of defences, and lead teams to establish FOBs on the Head Knight’s orders. Can be sent on undercover operations to major factions in the wastes if required
Senior Scribe: Supervise the scribes in their tasks, lead research missions/experiments within the bunker, give guidance to members with questions relating to the codex.
Lancer-Knight: Serve as crew chief for the chapter’s vertibirds. Man the gun on the vertibird to provide supporting fire for field lances, manages the occupancy and the cargo load of the Vertibird.
1.3 Regular Ranks
Paladins: Lead lances in the field, Oversee the training of assigned squire, lead low level negotiations with smaller groups within the wasteland.
Knights: work in one of the 3 key locations in the bunker (prison, Armoury, Outer Gate) under a senior knight, aid in the construction of defences, aid lances in the field that require extra hands. Work on small time undercover operations to neutral parties, such as the local town and the bazaar.
Scribes: Organize and Maintain the Scribal Areas (such as the Farm, Medbay, Chems, and Surgery), Farming for medicinal and botanical purposes, Medical Assistance to fellow members, basic education of initiates and squires.
Lancer: Deck crew for the chapter’s vertibirds. Maintain the vertibirds, learn from Lancer-Knights and the Lancer-Captain on the operation and upkeep of the vertibirds.
1.4 Aspirants
Squire: A step above initiate. Assigned to a paladin to learn the ways of field lances, and to receive additional training in matters of diplomacy, leadership, and strategy. They exist to aid their Paladin in the field.
Initiate: Newcomers to the brotherhood, either born or inducted into the brotherhood to learn its ways. Learn of the 3 castes, their purposes, and the general goals of the brotherhood, then decide which caste they wish to join. Only the initiate may choose what caste they join.
1.5 Induction of outsiders
"Fear those who do not pledge to the Brotherhood for though their eyes may be opened through service, they are now blind."
1.5.1 The Chapter must not promote mass recruitment drives but they can make it clear to the wasteland that aspirants can face the trials of the chapter
1.5.2 Aspirants to the chapter from the outside must be sponsored by a Scribe, Knight or Paladin.
1.5.3 The following can never be permitted to join the chapter
-Those with confirmed or suspected enclave service
-Anyone under exile
-Anyone who has killed a brother
-Active members of the NCR or Legion
1.5.4 The following should be thoroughly vetted with the help of a senior or the head scribe
-Those with prior NCR service but have deserted, or a considerable amount of time has passed since active duty
-Those with prior legion service but have deserted, or a considerable amount of time has passed since active duty
-Those with an active drug addiction
-those with obvious or excessive mutation
1.5.5 The aspirant must be sent on a trial of recovery into the wastes, unaided and unescorted, in order to recover a specific relic or named object. This trial can be assigned by a Paladin, or the sponsor of the aspirant. A paladin may step in if they feel the trial is too easy or simple.
1.5.6 Upon an aspirants return, they should be blind folded and taken to the codex room until it is confirmed that they have passed or failed. Any aspirants who are aided by the chapter have their trial voided
1.5.7 Failure occurs when:
-The aspirant lies about how they recovered the relic or item
-The aspirant tries to bargain or set terms of handing over the relic
-The aspirant otherwise acted in a manner unbecoming of the chapter in order to recover the relic
1.5.8 Failed aspirants should be returned to the wastes without harm and with their previous belongings (barring any relics) plus a days ration of food and water.
1.5.9 Successful aspirants should enter and be sworn into a life of duty and service. Their initial service is probationary, meaning access to critical and key areas is restricted and limited.
Chapter II - Duty
2.1 Standing duties
2.1.1 A brotherhood that does not leave its bunker is not preserving technology. The hoarding of technology is not a valid completion of its mission. The brotherhood has a duty to be proactive and have a presence in the wastelands, a failure to do so can be considered a dereliction of duty. Some suggestions for this include, but are not limited to: 1. Patrol for matters of interest to the brotherhood (Relics, enclave sightings, abominations, items requested by scribes, etc.) 2. observe wars/conflicts for improper use of tech 3. build forward operating bases in the wastes to project power 4. negotiate with factions (i.e town, followers, willowers) for deals regarding technology, support, etc. 5. Recoversalvage and relics from pre war sites (pois/scrapping) 6. maintain outposts on pre war sites and research them 7. Educate the wastes on the dangers of technology 8. set up a clinic (use it as a chance to monitor mutations in the general population) 9. Monitor the other major factions (check on patrols, try and get their comms etc) 10. The brotherhood is expected to investigate rumours of T3 technology. Rumours should either be investigated or dismissed but never ignored.
2.2 Lancing
2.2.1 Lances are organized by the Paladin Caste. ( Senior Knights and Senior Scribes may proceed to organize Lances with permission, or under exceptional Circumstances ). NOTE: Exceptional Circumstances would be a lack/death of chapter paladins, or a lance with a knight or scribe specific missions, such as recon or science investigation.
2.2.2 A lance may consist of any number of brotherhood members, although it is suggested to have squires/initiates to match the paladin count, as well as a field scribe if available to help with documentation and research in the wasteland. A number of knights may be used to further augment the firepower of a given lance.
2.2.3 Lances should be formed with clear purpose (i.e patrol, observation, recon, salvage, rescue and recovery.)
2.2.4 Solo lances should be avoided unless there are exceptional circumstances or a direct order to do so. Solo lances MUST be reported to the relevant superior officer.
2.3 Undercover operations
2.3.1 An undercover operation is a situation where a knight may trade in their equipment and uniform for wasteland attire. They are to be equipped with a suitable ballistic weapon from the armoury for self defence, and a means of communication with the bunker (to be determined by the operative and brotherhood heads).
2.3.2 The knight will then leave the bunker, making their way to the target undercover to learn of any relics the faction may have in their possession (or, in the case of the town, any rumors regarding relics).
2.3.3 These missions can target any faction in the waste, and the knight is authorised to join the faction if needed to gain information. The knight must be informed of the dangers of such an assignment beforehand, and the risks associated with joining another faction if hostilities were to break out between them and the brotherhood
2.3.4 The knight will, along with brotherhood heads, determine the method of communication between themselves and the chapter. At least 1 method of communication is required, although it is suggested to have backup methods. The knight will check in at regular intervals when it is safe to do so to report their findings and receive any additional orders.
2.3.5 In the case of war, the knight is to immediately retreat from the faction back to the brotherhood bunker for debriefing.
2.3.6 Whilst undercover, the Knight should do all in their power to stick to the brotherhood’s rules, unless doing so would greatly endanger their cover (for example, a knight may harm a brother if required by their cover, but should limit the damage done as much as possible). Breaches of the codex whilst undercover will be judged upon the knight’s return to determine if it was truly necessary to maintain cover.
2.4 Wasteland Conduct
2.4.1 Brotherhood members are expected to hold themselves with decorum in the field, especially when in the presence of outsiders. Excessive fraternisation with someone not of the brotherhood may be reprimanded by senior personnel, and investigated in repeat offenses. Brotherhood members are still encouraged to engage with outsiders as long as it leads to the completion of their overall mission (i.e questioning an outsider of the location of relics)
2.4.2 When dealing with outsiders, it is best to let the lance leader do the talking, unless specific knowledge is required from a member of a lance (i.e medical knowledge from a scribe, or defensive knowledge from a knight).
2.4.3 The chapter should not involve itself in local disputes, feuds, crimes or politics unless it contributes to their primary mission, such as:
-An involved party is using tier 3 technology
-An involved party could be a big source of tier 3 technology (i.e the town)
`-This does NOT allow the chapter to work as mercenaries for promises of t-3 technology
2.5 Bunker Conduct
2.5.1 The bunker is to be kept tidy and orderly at all times, barring extenuating circumstances such as wartime. 2.5.2 Brotherhood members are expected to treat each other with respect and necessary decorum attributed to a member’s rank. 2.5.3 Excessive name calling or bickering is prohibited, and may result in punishments being meted out.
2.6 Vertibird Protocols
2.6.1 Overall command of the vertibirds attached to the bunker, as well as their use, is the sole purview of the ranking lancer. 2.6.2 The maintenance and upkeep of the vertibirds is the responsibility of the lancers. 2.6.3 The ranking lancer must authorise any takeoff of the chapter’s vertibirds.
Chapter III - Technology
3.1 Classification
Technology Classification
The Brotherhood categorizes gear into Tiers, depending on the severity of the item in question. Weapons which can cause cruel or extremely violent damage are classified as tier 3, whereas basic firearms are considered tier 1. Tier 3 items are considered relics by the Brotherhood.
| Tier | Examples | Standard Procedure |
|---|---|---|
| T1 | Basic Firearms, Basic Armours | Ignore. Standard wasteland gear. |
| T2 | Laser Weaponry, Advanced Firearms, Servo-Assisted Gauntlet, Pip-Boy, Stripped Power Armor | Monitor. Note the owner and origin. No intervention yet. |
| T3 | Plasma/Gauss Weapons, Power Armor, Pre-War Holotapes | Requisition. Active Brotherhood intervention is authorized within reason. |
3.2 Escalation ladder When Tier 3 technology is identified in "unauthorized" hands (NCR, Legion, or Civilians), members must follow these steps:
1. The Formal Request: State the hazard and request the item if the outsider is agreeable
"Hold there, Wastelander. That Plasma Rifle is a dangerous relic of the Old World; you are unauthorized to possess it. For the safety of the wastes, we request you turn it over. In exchange, we can offer you Caps and a reliable Service Rifle."
2. The Final Warning: If the request is refused, weapons are drawn (but not fired).
"This is not a request, Trooper. That technology is beyond your understanding and poses a threat to the region. Comply with a trade for the hardware now, or it will be secured by force. Final warning."
3. Forced Seizure: Combat is authorized only to disable the tech-user. When the individual is rendered unconscious, critical, or dead, the BOS secures the specific item and retreats immediately.
Members are not privileged to the individual's items or equipment, personal or professional.
4. Only the high-tech objective (and its specific ammo) is to be taken.
You are not a mercenary. Do not fight for a faction if they promise T3 tech for helping.
You may not raid, attack, or war for T3 tech unless you have actually seen it and know of its existence.
3.3 Non-war seizures
3.3.1 Tier 2 technology can be seized if a ranking member believes serious harm can occur if the holder continues to remain in possession of it. At least one of the following reasons must be present: 1. The holder has threatened people with the technology in the presence of a brother 2. The holder belongs to a party in active hostility with the Chapter. 3. The item originally belonged to a brother and is Chapter property
3.4 Trade and requisition
3.4.1 The brotherhood may trade any gear bar T3 with outsiders. T2 trading requires permission from the ranking knight, and a logging of what T2 items were sold and to who.
3.4.2 Trade is authorised between the brotherhood of steel and any groups willing to partake.
3.4.3 Payment may be given in the form of caps or gold bars as dictated by the knight caste.
Chapter IV - Outsiders
4.1 Diplomacy
Wasteland
4.1.1 Wasteland diplomacy belongs to the Paladin caste. The most senior Paladin present speaks for the chapter. The head paladin can elect a diplomat to speak on his behalf, such as the senior paladin.
4.1.2 Where there is no paladin higher than senior rank, the Paladin must consult with the most senior knight or scribe available. While Paladins are the final say on matters of Wasteland Diplomacy, when there are no Paladins available, the matters fall to the Head of the Scribal Caste, followed by the Head of the Knight Caste.
4.1.3 Formal negotiations at faction bases should be handled by the Head Paladin or an appointed negotiator. If an accompanying lance is sent, the negotiator holds command.
4.1.4 Undercover knights are permitted to perform limited diplomacy, such as minor deals that would benefit the brotherhood. They do not hold the authority to conduct major deals with major factions.
Bunker
4.1.5 Bunker Diplomacy is to be done in the main gate, or the designated meeting area to the west of the main gate. In the case of trading for goods, the knights handle it, but if it is a faction representative, it is to be handled by the paladin caste. In the odd case where someone needs to be brought in further to the bunker, they are to be blindfolded until at their destination, at such point you may remove their blindfold. They are not to be allowed free range of the base in any circumstances, to avoid any attempts of sabotage or theft
4.2 Faction standings
| Faction | Standing | Diplomacy & Field Interaction |
|---|---|---|
| NCR | Tense | Post-Sunburst ceasefire observed. ""NCR. Maintain your distance and keep your weapons holstered. We have no business with you today."" |
| Caesar's Legion | Tense | Viewed as primitive but dangerous. ""Halt, Legionnaire. Do not interfere with our recovery operations, and we shall not interfere with your conquest."" |
| Wastelanders | Neutral | Unaffiliated survivors. Viewed as ""ignorant"" and prone to tech misuse. ""Move along, scavenger. These ruins are under Brotherhood jurisdiction."" |
| Townsfolk | Neutral | The town is the epicenter of trade. Various Pre-War Technology could flow through it. Intervene only if the town is under active hostile occupation, to resecure the regional trade hub. |
| Vault Dwellers | Neutral | Viewed with curiosity but suspicion regarding their Vault's technology. ""A Vault-Tec jumpsuit. Tell me, dweller, is your Vault's reactor still operational? We may need to perform a safety audit."" |
| Followers of the Apocalypse | Neutral | They provide medicinal charity to wasteland civilians and do not share or spread pre-war technology. |
| Outlaws | Tense | Raiders and bandits. Do not ally with them unless circumstances are dire. ""Clear the area, scavver, or be cleared."" |
| Super Mutants | Tense | Biological abominations. Avoid contact, but do not shoot upon encountering. ""Careful, there were Super Mutants in the area previously."" |
| Automated Units | Mobile Property | Use Field Audits to check logic and prime directives. ""Unit, state your designation and current prime directive. Report any high-tier technology signatures detected."" |
| Enclave | Hostile | The archenemy. Intelligence gathering is prioritized. Compliant personnel should be captured where possible. Recognized Enclave diplomats are protected in the designated outer-bunker diplomatic area and must be permitted to leave unharmed after negotiations. |
| Willowers | Neutral | The local tribe. They have no need for tech, but their ignorance in such matters makes them ideal candidates for the Brotherhood. |
| 80s | Tense | A raider gang with working vehicles. The vehicles are of no use, but the gang is known to kidnap people, including Brotherhood personnel. |
4.3 Abominations
4.3.1 The abomination protocol is a one which encompasses many different groups, such as ghouls and super mutants, as well as various types of robots found throughout the wastes.
4.3.2 Ghouls: Generally viewed with disgust. While the Mojave Chapter is more pragmatic than some, they view Ghouls as "shuffling corpses" or "Abominations" and a reminder of the Great War's failures. They are never members of the Brotherhood, except in desperate times, Members who are turned into ghouls must follow the ghoul dilemma protocol
4.3.3 Super Mutants: An evolutionary mistake and a direct affront to nature. Never to be enlisted in the Brotherhood. Don't shoot on sight, but treat them as feral and ready to attack at all times due to their violent nature, and eliminate them if combat is initiated.
4.3.4 Robots (Gutsies, Handys, Sentry Bots): Seen as calculators with legs, unaffiliated ones are to be requisitioned for brotherhood use, whilst ones with owners are to be logged in system and closely monitored for any wrongdoing.
4.3.5 Robobrain: A Robobrain is the ultimate affront to the brotherhood, due to its use of a live human brain in the process of its creation. The only protocol required for such a device is immediate termination by local brotherhood forces.
4.4 The Ghoul Dilemma
4.4.1 When a member of the brotherhood is irreversibly turned into a ghoul that cannot be fixed via the administration of Promethine (purely player choice), they have the following options :
4.4.2 The "Final Honor" (Self-Termination): A member may request a final moment to secure their legacy, surrender their gear/holotags, and finish their own life to die a human rather than an abomination. This is a highly respected act of devotion.
4.4.3 Command Discretion: If the member does not choose the Final Honor and is not a senior member of their caste or above to avoid data leaks, the Head of their Caste or the head of another caste in case of heads of castes turning decides:
Exile: Stripped of all rank/property and cast out. Forbidden from returning.
Execution (Mercy Purge): Immediate termination to preserve the dignity of the fallen Brother and ensure no "abomination" carries the Order's memories.
4.5 The Enclave
Enclave Field Protocol
4.5.1When Enclave personnel are encountered in the field, the primary objective is the acquisition of intelligence.
4.5.2 If the subject remains compliant, they should be captured alive where reasonably possible.
4.5.3 If the subject attempts to use a radio, reach for a weapon, or otherwise warn allied forces, lethal force is authorized.
4.5.4 When circumstances permit, the body is to be recovered and transported to the bunker. A Scribe is then to resuscitate and medically stabilize the subject. Once stabilized, the subject is to be transferred into Knight custody for detention.
4.5.5 This process ensures that all three castes fulfill their proper responsibilities:
* Paladins: Secure the subject in the field and recover intelligence. * Scribes: Resuscitate, stabilize, examine, and record the subject. * Knights: Detain, guard, and process the subject within the bunker.
All equipment, documents, radios, identification, and other intelligence recovered from the subject are to be secured and reported through the Chain.
Chapter V - War
5.1 Valid causes
This is a non-exhaustive list of reasons a chapter of the brotherhood may go to war, generally speaking, reasons for war should relate to the chapter’s survival, or the completion of its mission.
5.1.1 Attack on the chapter’s members: Any attacks on chapter personnel, a lance, or the bunker can be answered with war
5.1.2 Captivity: A brother is held by an outside party and has not been returned after demand of release
5.1.3 Confirmed ownership of tier 3 technology: The brotherhood may go to war to reclaim this technology from the faction who owns it, if negotiations with said faction fail. Negotiation must be attempted before war can be considered.
5.1.4 Attempting to disrupt the balance of the region: If another faction attempts to disturb the regional power balance (i.e NCR attempting to capture town, the legion taking too many slaves, especially from the townfolk) the Brotherhood may step in to restore the balance (to better facilitate their search for relics)
5.1.5 The Selling of dangerous arms and armour to outsiders: A faction attempting to auction or sell items considered dangerous (t-3 arms and armour, massive amounts of explosives etc) may be deemed untrustworthy by the brotherhood, and their stock taken.
5.1.6 Disruption to the mission of the brotherhood: A faction that repeatedly disturbs or interferes with brotherhood operations may be dealt with to ensure the safety of all members of the brotherhood when carrying out their tasks
5.1.7 The concentration of multiple mutants: A clear and concentrated effort to establish a dangerous band of mutants can be seen as an attempt to mimic the old ways of the master and enclave, and dealt with in the same way
5.1.8 Breach of agreement: A faction has breached an agreement with the brotherhood, which now endangers the brotherhood and its members
5.2 Invalid causes
5.2.1 The following are never grounds for war and should not be used as such -Rumour or hearsay that a faction holds T3 -Insult or disrespect to the chapter or it’s members -For the promise of technology as payment for participating in a war against another
5.3 Authority to declare
5.3.1 Final authority to declare a war rests with the highest-ranking paladin present. Paladins below senior rank hold no authority in declaring war.
5.3.2 The declaring member must consult with the relevant heads before declaring, but is not dependent on their agreement or the presence of both. However, it must be clear an attempt to consult was made.
5.3.3 When no Senior ranked paladin or above is present, final authority to declare falls upon the head knight or head scribe.
5.3.4 Unlawful declarations are declarations made without valid cause, without consultation, or by one who does not have the authority to do so. These wars still remain in force until the war is over. The chapter cannot fracture mid campaign. The declaring officer will be held accountable upon the end of the war, and additionally so for any deaths during an unlawful campaign.
5.4 Conduct during war
5.4.1 Wars should have clear, feasible objectives. For example, the recovery of personnel, the recovery of technology, removal of specified threats. Total wars that lead to the entire destruction of a people or faction is not permitted.
5.4.2 Enemies who surrender should be taken into custody and handled. Killing a surrendered enemy with no due cause is a serious offence.
5.4.3 The chapter should not destroy any technology during a war, although attempts to make it non functional in the hands of the enemy can be permitted with a scribe’s oversight (removing and securing t2/t3 ammo)
5.4.4 Enemy dead should only be searched for relics or brotherhood equipment. Enemy dead can be disarmed, given that their arms are secured within the armoury and made note of. Personal effects and tags of the enemy should be left on their bodies.
Chapter VI - Law
6.0 Orders and obedience
6.0.1 All orders from a superior must be obeyed. Objections should be raised after completion unless 6.0.2 applies in which case, it MUST be refused
6.0.2 A member of the chapter must refuse an order that requires: the destruction of recoverable t3 tech, the killing of a recognised diplomat, abandoning a brother who can be recovered, and surrendering information about the chapter and the bunker
6.0.3 A member is only obligated to follow orders from one of their own caste. Head Knights do not command scribes. Paladins do not command Knights. However, 6.0.4 MUST be followed
6.0.4 Domain authority is what supersedes rank across castes. Where castes hold authority over matters, they can issue orders. A scribe can issue a paladin away from a patient, a knight could refuse one entry to the armoury.
6.0.5 On lances, the lance leader holds command, regardless of rank. All must obey the lance leader unless in contention with 6.0.2 but does this not mean domain authority is overridden. The lance leader is still beholden to the chain of command if issued orders from the bunker.
6.1 Chems, smoking and alcohol
Chems
6.1.1 Non addictive chemicals (i.e stimpacks, radaway, healing powder etc.) have no restrictions, with all other chemicals being placed into two categories;
6.1.2 Conditional chemicals can only be used in very specific situations, and all other use is forbidden unless granted by the relevant heads. See table 6.1.6 for a list of conditional and prohibited chemicals
6.1.3 The usage of all other addictive chems is forbidden, and approval can only be granted by a senior scribe or above. See the following list of addictive and conditional chemicals.
6.1.4 Smoking is allowed unless inside a prohibited area i.e the armoury, medical areas, tacmap room, codex room, kitchen, or vertibird pad
6.1.5 Alcohol (only allowed during Rest and recreation, when permitted by the leader of the member’s caste.)
| Status | Substance |
|---|---|
| Conditional | Morphine, Med-X (medical and surgical applications), smoking (outside prohibited areas), alcohol (only during approved R&R), cannabis (only during approved R&R). |
| Prohibited | Jet, Turbo, Daytripper, Buffout, Psycho, Mentats, Hydra, Cateye. |
6.2 Investigations & detainment 6.2.1 When a Brother or Sister is accused of violating the Codex, a Scribe must be present and consulted before any detainment is carried out, unless an urgent arrest is required, in which case the knight may detain the suspect first before consulting a scribe
6.2.2 Scribes are responsible for interpreting the Codex and determining whether there is sufficient cause for formal action. Knights are responsible for enforcing the resulting decision and maintaining custody where required.
6.2.3 Knights may not independently detain Brotherhood personnel for an alleged Codex violation without first consulting a Scribe and/or gathering the needed evidence, depending on the urgency of the alleged breach.
6.2.4 Any Knight who knowingly violates this procedure will be stripped of rank.
6.3 Table of Offences
| Category | Offences | Notes |
|---|---|---|
| Minor | Petty insubordination; insults to a fellow Brotherhood member. | |
| Serious | Unauthorised chem use; loss or damage to T2 tech; unauthorised trading of T2 tech; brawling; disclosing chapter secrets; harm to a brother through incompetence. | Only the Head Knight (or seniors if there is no head) may authorise T2 trades. The recipient must be noted and logged. |
| Major | Handing out T3 tech; withholding a relic; theft; abandoning a brother in the field; false accusations. | |
| Capital | Treason; murder; refusing to honour the Ghoul Dilemma protocol. |
6.4 Punishments
The following is a non-exhaustive list of punishments to be applied in the case of an offence, ranging from least severe to most severe. To enact a punishment, the Knight must confirm the codex breach with a member of the scribe caste BEFORE enacting the punishment unless urgency is required. Failure to do so can result in the knight in question being reprimanded and potentially stripped of their rank. See 6.2 for more information.
| Sentence | Issuer | Notes |
|---|---|---|
| Warning — recorded warning, no penalty | Knights; senior member of the brother's caste | Multiple warnings for the same offence should warrant additional punishment. |
| Extra duties — digging sand, janitorial duties, etc. | Knights; senior member of the brother's caste | Usually given a set target for the sentence. |
| Suspension of relic access — limited from PA, T2/T3 relics | Knights | Generally lasts one week; may be rescinded in times of great need. |
| Demotion — one rank | Respective caste heads | Lasts one week unless ratified by court martial. |
| Imprisonment | Knights | Can be extended or reduced based on prisoner behaviour. |
| Exile | Elder, with all three caste heads' approval | Stripped of Brotherhood equipment; execution possible upon return. Exceptions include the Ghoul Dilemma protocol or self-exile. |
| Execution | Elder, with all three caste heads' approval |
6.5 Prisoners
6.5.1 Prisoners are to be held in the prison under Knight custody
6.5.2 The brotherhood does not torture captives. Interrogation can be conducted by any caste, but should always be in the presence of one extra knight
6.5.3 Prisoners are entitled to water, food and medical treatment
6.5.4 Prisoners of war are to be released at a reasonable time after the war ends. This does not apply to enemy leaders or those who declared war.
6.5.5 The brotherhood does not use slaves or slave labour. Prisoners are to be kept in their cells until a decision is made about them.
| ◈ Factions of the Nuclear Wasteland ◈ | ||||||||
|---|---|---|---|---|---|---|---|---|
| Brotherhood of Steel | New California Republic | Caesar's Legion | Followers of the Apocalypse | Townsfolk | Vault Dwellers | Wastelanders | Wasteland Tribes | Minor Factions |